// interest management component for custom solutions like
// distance based, spatial hashing, raycast based, etc.
// low level base class allows for low level spatial hashing etc., which is 3-5x faster.
using UnityEngine;

namespace Mirror
{
    [DisallowMultipleComponent]
    [HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")]
    public abstract class InterestManagementBase : MonoBehaviour
    {
        // initialize NetworkServer/Client .aoi.
        // previously we did this in Awake(), but that's called for disabled
        // components too. if we do it OnEnable(), then it's not set for
        // disabled components.
        protected virtual void OnEnable()
        {
            // do not check if == null or error if already set.
            // users may enabled/disable components randomly,
            // causing this to be called multiple times.
            NetworkServer.aoi = this;
            NetworkClient.aoi = this;
        }

        [ServerCallback]
        public virtual void ResetState() {}

        // Callback used by the visibility system to determine if an observer
        // (player) can see the NetworkIdentity. If this function returns true,
        // the network connection will be added as an observer.
        //   conn: Network connection of a player.
        //   returns True if the player can see this object.
        public abstract bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver);


        // Callback used by the visibility system for objects on a host.
        // Objects on a host (with a local client) cannot be disabled or
        // destroyed when they are not visible to the local client. So this
        // function is called to allow custom code to hide these objects. A
        // typical implementation will disable renderer components on the
        // object. This is only called on local clients on a host.
        // => need the function in here and virtual so people can overwrite!
        // => not everyone wants to hide renderers!
        [ServerCallback]
        public virtual void SetHostVisibility(NetworkIdentity identity, bool visible)
        {
            foreach (Renderer rend in identity.GetComponentsInChildren<Renderer>())
                rend.enabled = visible;

            // reason to also set lights/audio/terrain/etc.:
            // Let's say players were holding a flashlight or magic wand with a particle effect. Without this, 
            // host client would see the light / particles for all players in all subscenes because we don't 
            // hide lights and particles. Host client would hear ALL audio sources in all subscenes too. We 
            // hide the renderers, which covers basic objects and UI, but we don't hide anything else that may 
            // be a child of a networked object. Same idea for cars with lights and sounds in other subscenes 
            // that host client shouldn't see or hear...host client wouldn't see the car itself, but sees the 
            // lights moving around and hears all of their engines / horns / etc.
            foreach (Light light in identity.GetComponentsInChildren<Light>())
                light.enabled = visible;

            foreach (AudioSource audio in identity.GetComponentsInChildren<AudioSource>())
                audio.enabled = visible;

            foreach (Canvas canvas in identity.GetComponentsInChildren<Canvas>())
                if (canvas.renderMode == RenderMode.WorldSpace)
                    canvas.enabled = visible;

            foreach (Terrain terrain in identity.GetComponentsInChildren<Terrain>())
            {
                terrain.drawHeightmap = visible;
                terrain.drawTreesAndFoliage = visible;
            }

            foreach (ParticleSystem particle in identity.GetComponentsInChildren<ParticleSystem>())
            {
                ParticleSystem.EmissionModule emission = particle.emission;
                emission.enabled = visible;
            }
        }

        /// <summary>Called on the server when a new networked object is spawned.</summary>
        // (useful for 'only rebuild if changed' interest management algorithms)
        [ServerCallback]
        public virtual void OnSpawned(NetworkIdentity identity) {}

        /// <summary>Called on the server when a networked object is destroyed.</summary>
        // (useful for 'only rebuild if changed' interest management algorithms)
        [ServerCallback]
        public virtual void OnDestroyed(NetworkIdentity identity) {}

        public abstract void Rebuild(NetworkIdentity identity, bool initialize);

        /// <summary>Adds the specified connection to the observers of identity</summary>
        protected void AddObserver(NetworkConnectionToClient connection, NetworkIdentity identity)
        {
            connection.AddToObserving(identity);
            identity.observers.Add(connection.connectionId, connection);
        }

        /// <summary>Removes the specified connection from the observers of identity</summary>
        protected void RemoveObserver(NetworkConnectionToClient connection, NetworkIdentity identity)
        {
            connection.RemoveFromObserving(identity, false);
            identity.observers.Remove(connection.connectionId);
        }
    }
}
